我正在做一个3d虚拟家庭项目。除了碰撞检测之外,一切都很好。我用PointerLockControls做相机和运动。但我不知道如何确定所有可能方向上的碰撞。为了简单起见,我从(0,0,0,0)上的简单多维数据集的前向和后向碰撞开始:
rays = [
new THREE.Vector3(0, 0, 1),
new THREE.Vector3(0, 0, -1)
];然后:
function detectCollision() {
var vector;
var projector = new THREE.Projector();
for (var i = 0; i < rays.length; i++) {
var vector = rays[i].clone();
projector.unprojectVector(vector, camera);
var rayCaster = new THREE.Raycaster(controls.getObject().position, vector.sub(controls.getObject().position).normalize());
var intersects = rayCaster.intersectObject(cube, true);
if (intersects.length > 0 && intersects[0].distance < 50) {
console.log(vector);
console.log(i, intersects);
$("#status").text("Collision detected @ " + rays[i].x + "," + rays[i].z +
"<br \>" + intersects[0].distance);
}
}但是当我离我的立方体足够近时,控制台显示两道射线都击中了立方体!那为什么呢?我的射线有什么问题吗?向量(0,0,1)应该向后,(0,0,-1)应该向前,对吗?请帮帮我,免得我在3d里迷路!谢谢。
发布于 2013-09-03 19:29:52
终于发现了!!解决办法。我不擅长数学,但最后我弄明白了。
在从指针锁控件获得方向后,取决于按下哪个键,我将方向放入一个旋转矩阵中,以得到实际的方向向量(感谢Icemonster提供的线索):
function detectCollision() {
unlockAllDirection();
var rotationMatrix;
var cameraDirection = controls.getDirection(new THREE.Vector3(0, 0, 0)).clone();
if (controls.moveForward()) {
// Nothing to do!
}
else if (controls.moveBackward()) {
rotationMatrix = new THREE.Matrix4();
rotationMatrix.makeRotationY(180 * Math.PI / 180);
}
else if (controls.moveLeft()) {
rotationMatrix = new THREE.Matrix4();
rotationMatrix.makeRotationY(90 * Math.PI / 180);
}
else if (controls.moveRight()) {
rotationMatrix = new THREE.Matrix4();
rotationMatrix.makeRotationY((360-90) * Math.PI / 180);
}
else return;
if (rotationMatrix !== undefined){
cameraDirection.applyMatrix4(rotationMatrix);
}
var rayCaster = new THREE.Raycaster(controls.getObject().position, cameraDirection);
var intersects = rayCaster.intersectObject(hitMesh, true);
$("#status").html("camera direction x: " + cameraDirection.x + " , z: " + cameraDirection.z);
if ((intersects.length > 0 && intersects[0].distance < 25)) {
lockDirection();
$("#status").append("<br />Collision detected @ " + intersects[0].distance);
var geometry = new THREE.Geometry();
geometry.vertices.push(intersects[0].point);
geometry.vertices.push(controls.getObject().position);
scene.remove(rayLine);
rayLine = new THREE.Line(geometry, new THREE.LineBasicMaterial({color: 0xFF00FF, linewidth: 2}));
scene.add(rayLine);
}
}另外,我对PointerLockControls.js做了一些修改,当相机击中对撞机物体时停止移动。我在这里上传我的样本:CameraRayCasting.zip
更新
最后,我找到了一些时间来完成我的TouchControls项目。它使用了threejs v0.77.1,支持触摸和点击测试。
看看这里:TouchControls
https://stackoverflow.com/questions/18546875
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